Enriched game play environment (single and/or multi-player) for casino applications

ABSTRACT

A gaming system is provided. The gaming system provides players a rich (i.e. akin to leading home and arcade-based video games) single-player, multi-player cooperative and/or head to head environment in which the participant(s) win cash and credits as a result of their play activity within the environment, based on the wagers which they make entering and playing a game of the gaming system.

CROSS REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of U.S. patent applicationSer. No. 13/582,408, filed on Sep. 26, 2012, which is a national phaseapplication of Patent Cooperation Treaty Application No.PCT/US2011/026768, filed on Mar. 1, 2011, which claims the benefit ofU.S. Provisional Patent Applications No. 61/339,187, filed Mar. 1, 2010,No. 61/343,312, filed Apr. 27, 2010, No. 61/397,630, filed Jun. 15, 2010and No. 61/401,891, filed Aug. 20, 2010, the contents of each of whichare incorporated by reference as if stated in full herein. The presentapplication is also a continuation of U.S. patent application Ser. No.13/849,458, filed Mar. 22, 2013, which is a continuation of U.S. patentapplication Ser. No. 13/600,671, which is a continuation of PatentCooperation Treaty Application No. PCT/US2011/026768, filed on Mar. 1,2011, which claims the benefit of U.S. Provisional Patent ApplicationsNo. 61/339,187, filed Mar. 1, 2010, No. 61/343,312, filed Apr. 27, 2010,No. 61/397,630, filed Jun. 15, 2010 and No. 61/401,891, filed Aug. 20,2010, the contents of each of which are incorporated by reference as ifstated in full herein.

BACKGROUND OF THE INVENTION Field of the Invention

The present invention relates generally to games of chance and moreparticularly to games of chance where the user's interaction with thegame includes a rich gaming experience, such as by engaging the playerby letting the player compete directly with a gaming machine device.

The gaming machine manufacturing industry provides a variety of gamingmachines for the amusement of gambling players. An exemplary gamingmachine is a slot machine. A slot machine is an electro-mechanical gamewherein a random number generator determines the outcome of a gamblinggame, and this, coupled with the betting decisions of a player, resultsin a specific payout. Slot machines are usually found in casinos orother more informal gaming establishments.

Games involving random outcomes for gambling games and games having aplayer skill component have been combined. For example, U.S. PatentApplication Publication No. 2005/0239538 A1 discloses a gaming apparatusthat includes a video game unit, a gambling game unit and a gameinterface unit. The game interface unit controls the playing of thevideo game unit based on the playing of the gambling game unit. Thegaming apparatus is further configured to pay winnings to a playerplaying the gaming apparatus based on signals from the game interfaceunit.

U.S. Patent Application Publication No. 2008/0108425 A1 discloses agaming device that enables players to play an interactive game and makewager components that occur during the interactive game, where thewagering outcome for each of the wager components is independent fromthe interactive game. The interactive game is a skill based gameinitiated by the player. The player funds the gaming machine and duringplay of the interactive game, upon the occurrence of a wager triggeringevent, the gaming machine causes a wagering event to occur. The wageringevent includes a placement of a wager component and a randomdetermination of a wagering outcome for that wagering event.

U.S. Patent Application Publication No. 2010/0056247 A1 discloses agaming device that includes a game or game event having an element ofstrategic skill. The game or game event enables a player to makestrategic choices or decisions that have a direct impact on the player'schance of obtaining one or more outcomes or awards in a play of a game.

U.S. Pat. No. 7,326,115 discloses a gaming machine having a firstinteractive game requiring one or more player inputs. The player inputsresult in one or more outcomes. The outcomes do not result in a monetaryor other valuable award provided to the player. Rather, a secondwagering game is always provided to the player where the player canobtain or has a chance to obtain a monetary or other valuable award.

U.S. Patent Application Publication No. 2009/247272 discloses a gamingmachine having a display which arranges a plurality of symbols in amatrix of arrangement areas. The gaming machine provides a base game anda plurality of feature games using the display by rearranging theplurality of symbols in the arrangement areas in the base game, awards abase payout in accordance with a relation among the symbols rearrangedin the arrangement areas, awards a feature game which corresponds to thenumber of predetermined symbols rearranged in the arrangement areas,performs the feature game and awards a bonus payout in accordance with aresult of the feature game.

U.S. Pat. No. 5,718,429 discloses a game in which people may place astake in a casino game and win a cash prize in a skill game. Stakes inthe casino game are placed with chips, which may be purchased inexchange for the services of conducting the casino game. A winning stakeis rewarded with a token, rather than with money. A token may beexchanged for an opportunity to demonstrate a skill in the skill game.Those that successfully demonstrate the skill are awarded cash or otherprize.

U.S. Pat. No. 5,785,592 discloses an interactive target game system forone or more players which may include a vehicle on which a player mayride over a predetermined pathway in a defined area (or the player maywalk.) The game includes at least one designator, holdable by a playerfor aiming at a target and operating to simulate shooting at the target,and at least one target disposed in proximity to the pathway. Anindicator device responds to the designator being accurately aimed atthe target and operated, for producing an indication of a “hit” orscore. The targets may include opportunities to play a game of chance.

U.S. Patent Application Publication No. 2004/0121839 discloses a gamingapparatus operable by a player to simulate a card game in which a handof cards is dealt to the player. The gaming apparatus displays an imageof a player hand including at least one obscured card when first dealt,and modifies the display image data in accordance with playerinstructions received by the input means, to cause the created image toreveal each obscured card in a manner determined by the player.

SUMMARY OF THE INVENTION

In one aspect, a gaming system provides players with a rich (i.e. akinto leading home- and arcade-based video games) single-player,multi-player cooperative and/or head to head environment in which theparticipant(s) win cash and credits as a result of their play activitywithin the environment, based on the wagers which they make entering andplaying the game. The gaming system implements the methods and isconstructed of apparatuses necessary to create and operate the hardwareand software constituent components in the context of a game of chanceenvironment.

The gaming system is a form of slot machine, designed for use in aphysical or virtual casino environment, that provides players anenvironment in which to play for cash, either against the casino and/oreach other in a regulated manner, in a fashion mimicking videoentertainment games which are popular today (such as those executing ona PlayStation® or Xbox® and including multi-player and massivelymulti-player games played over the Internet).

The gaming system provides an enticing method of gaming to the playerswho expect a high level of entertainment content in their gamingexperience compared to the relatively simple game methods in use today.The method provides for a random outcome independent of player skillwhile ensuring that the user's gaming experience (as measured byobstacles/challenges encountered, time of play and other factors) isshaped by the player's skill. The method also provides for players togain entry into subsequent competitions through the accumulation of“game world credits” that accrue as a function of their demonstratedskill at the game. These competitions, the inclusion of which is not amandatory component of the gaming system's implementation, pitindividual players or group of players against one another and/oragainst the casino to win prizes based upon a combination of chance andskill. These competitions may be either asynchronous events, wherebyplayers participate at a time and/or place of their choosing, or theymay be synchronized events, whereby players participate at a specifictime and/or venue.

In typical gaming environment application, these games would beinstalled and connected by a network on a casino floor, and/or beconnected by various means to a wide area network to a serverconglomeration which would control various aspects of the gamingenvironment, provide gaming regulatory body monitoring, financialaccounting and forms of frequent player monitoring for marketingpurposes.

In another aspect, the gaming system may be implemented over a wide areanetwork inclusive of the Internet.

In another aspect, a real world engine of the gaming system receives areal world credit. The real world engine enables a gambling game thatconsumes the real world credit. An enabling element is created for anentertainment game of an entertainment software engine based on the realworld credit. The enabling element is consumed by operation of theentertainment game by a player. The real world credit of the real worldengine is correlated with the enabling element of the entertainment gameby a game world engine by triggering the real world engine to executethe gambling game to consume the real word credit when the playeroperates the entertainment game and consumes the enabling element.

In another aspect, game world credit is accumulated by the game worldengine based on the player's successful operation of the entertainmentgame.

In another aspect, the type of the enabling element is based on anamount of the real world credit.

In another aspect, an amount of the enabling element is based on anamount of the real world credit.

In another aspect, an amount of the enabling element is accumulatedbased on an outcome of the gambling game.

In another aspect, a type of the enabling element is changed during theplayer's operation of the entertainment game based on an outcome of thegambling game.

In another aspect, an amount of the real world credit is wagered in thegambling game based on the type of the enabling element consumed by theplayer's operation of the entertainment game.

In another aspect, an amount of the real world credit is wagered in thegambling game based on the amount of the enabling element consumed bythe player's operation of the entertainment game.

In another aspect, an amount of the real world credit is wagered in thegambling game based on the rate the enabling element is consumed by theplayer's operation of the entertainment game.

BRIEF DESCRIPTION OF DRAWINGS

These and other features, aspects, and advantages will become betterunderstood with regard to the following description, appended claims,and accompanying drawings where:

FIG. 1 is a diagram illustrating exemplary architecture of a gamingsystem and the interaction between three primary systems of a Game WorldEngine (GWE), a Real World Engine (RWE) and an Entertainment SoftwareEngine (ESE);

FIG. 2 is a data flow diagram illustrating exemplary data flow betweenReal World (RW) and Game World (GW) patron management systems, an RWE, aGWE and an ESE;

FIGS. 3A and 3B are architecture diagrams of an exemplary enriched gameplay environment;

FIG. 4 is a system diagram of an exemplary large scale gaming system;

FIG. 5 is a collaboration diagram illustrating an exemplary operation ofan RWE, a GWE and an ESE;

FIG. 6 is a collaboration diagram illustrating an exemplary operation ofan RWE, a GWE and an ESE wherein the consumption of an Enabling Element(EE) triggers a gambling game in the RWE;

FIG. 7 is a collaboration diagram illustrating an exemplary operation oftournament play;

FIG. 8 is a state diagram illustrating exemplary modes of operation of agaming system;

FIG. 9 is a collaboration diagram illustrating an exemplary throttlecontrol for restricting R world Credit (RC) expenditure in a gamingsystem;

FIG. 10 is a collaboration diagram illustrating an exemplary pacer forregulating the RC expenditure in a gaming system; and

FIG. 11 is a hardware architecture diagram of a processing apparatusthat may be used to host the various portions of the gaming system.

DETAILED DESCRIPTION

Definitions:

“Casino”. A gaming establishment in either one or a plurality oflocations where people go to play gambling games of chance. Casino mayalso refer to a virtual manifestation of a casino, such as an on-linecasino or gambling operation.

“Casino Operator”, or “Operator”. A person or entity which operates oneor more gambling operations, including but not limited to a Wide AreaNetwork gaming franchise, a gaming route, or other gambling business beit a physical manifestation in the case of a casino or virtual in thecase of an Internet gambling operation.

“ESE” Entertainment Software Engine. The electrical components andsoftware that control the playing of video games for entertainment. TheESE accepts input from a player through a set of hand controls andoutputs video, audio and/or other sensory output to a user interface. APersonal Computer (PC), Sony PlayStation® or Microsoft Xbox® running aspecific game program (e.g. a version of Madden Football '10 ®) aretypical examples of an ESE. The ESE exchanges data with and acceptcontrol information from a GWE.

“EE” Enabling Element. The consumable and replenishable elements in anentertainment game that enable a player to play the entertainment gamewhile consuming the element. There may be one or more enabling elementtypes within use in the gaming system, either simultaneously orserially. Enabling element types include, but are not limited to,bullets, fuel, health points, potions, etc. to be used when playing anentertainment game.

“Slot” or “Slot Machine”. An electro-mechanical game wherein a randomnumber generator determines the chance of outcome of a game, and coupledwith the betting decisions of a player, a gambling outcome results. Slotmachines are usually found in casinos or other more informal gamingestablishments.

“GW” Game World. The entertainment portion of a game and informationtypically associated with virtual entertainment environment, includingits game characters, progress points and scores. Typical games played ona Sony PlayStation® console are examples of GWs.

“RW” Real World. The Slot Machine style portion of a game, which may ormay not include an entertainment portion of its own, but whosefundamental operation is enabled by real funds, accretes and declinatesreal gambling credits based on random gambling outcome, and whosegambling proposition is typically regulated by gaming control bodies.The fundamentals of the mechanisms of play of a Slot Machine areexamples of a RW.

“RC” Real-world Credit. These credits are analogous to slot machine gamecredits which are entered into a RW game by the user, either in the formof hard currency or electronic funds. RCs are decremented or augmentedbased on the outcome of a random number generator according to the TableLn-Rc real world credits pay table, independent of player skill. In oneaspect, a certain amount of RC would be required to enter higher ESEgame levels. RC can be carried forward to higher game levels or paid outif a game cash out is opted for by player. The amount of RC required toenter a specific level of the game “Level n” need not be the same foreach level.

“Table Ln-Rc” Level n Real-world Credit Pay Table. This is the tableused in conjunction with a random number generator to dictate the RCearned as a function of game play and is analogous to the pay tablesused in a conventional slot machine. Table Ln-Rc payouts are independentof player skill. There may be one or a plurality of Table Ln-Rc paytables included in a game design, the selection of which beingdetermined by game progress a player has earned, and bonus rounds whicha player may be eligible for.

“GWC” Game World Credits. Game World Credits are player points earned ordepleted as a function of player skill, i.e. as a function of playerperformance in the context of the game. GWC is analogous to the “score”in a typical video game. Each game has a scoring criterion, embeddedwithin the Table Ln-GWC that reflects player performance against thegoal(s) of the game. GWC can be carried forward from one level of gameplay to another, and ultimately paid out in various manners such asdirectly in cash, or indirectly such as earning entrance into asweepstakes drawing, or earning participation in, or victory in, atournament with prizes. GWC may be stored on a player tracking card orin a network-based player tracking system and the GWC is attributed to aspecific player.

“Table Ln-GWC” Level n Game World Credit Pay Table. This is the tablethat dictates the GWC earned as a function of player skill in the nthlevel of the game. The payouts governed by this table are dependent uponplayer skill and game play at large and may or may not be coupled to arandom number generator.

“Level 1”. Any player may begin game play at Level 1. Entry to level 1requires loading of RC into the game. There is no GWC required to enterlevel 1.

“Re-entrant Level n” (where n>2). Players can re-enter the game at level‘n’ if they have accumulated adequate GWC to enter the level. A specificGWC hurdle is established for each Level, with GWC>0 allowing entry intoLevel 1. The GWC hurdle for each level n may be the same or can increaseas a function of each level.

“Level B1”. When a certain level of GWC is obtained by the player, gameplay proceeds to a non-re-entrant level, “Level B1”. Level B1 commencesa series of levels from B1 to Bn where re-entry is no-longer possibleand where game play may be exclusively skill based or a combination ofskill and chance. Game-play continues as the player advances through theB levels until such time as the player either cashes out their RC, allRC has been consumed, a player has exhausted their GWC through play, ora player has exhausted their game character's lives, energy or othernecessary element required for the character to survive within the gameenvironment. A player cashing out in the B levels can re-enter the gameat the highest re-entrant level, “level n”.

“Level Bn” Additional non-re-entrant levels that are only accessed bycompleting Level B(n−1) with adequate GWC.

“User Interface” or “UI”. The means by which the game conveysinformation to the player. This includes visual and audio components,and any other input/output used to communicate with the player,exclusive of collecting and disbursing GC and RC.

“User Controls”. The means by which the user interfaces with the game(e.g. wheels, buttons, pistols, levers). It does not include the meansof collecting and disbursing RC and GWC.

“GWE”. Game World Engine. The portion of a game which primarily managesthe GW portion of the game and includes the mechanical, electronic andsoftware constructs to: (a) provide control of the GW portion of thegame, (b) include Table Ln-GWC and to take input from this table toaffect the play of the GW portion of the game, (c) couple to the RWE todetermine the amount of RC available on the game and other metrics ofwagering on the RW portion of the game, and potentially affect theamount of RC in play on the RWE, (d) include various audit logs andactivity meters, (e) couple to a centralized server for exchangingvarious data related to the player and their activities on the game, (f)couple to the ESE.

“RWE”. Real World Engine. The portion of a game which primarily managesthe RW portion of the game and includes the mechanical, electronic andsoftware constructs to: (a) provide control of the RW portion of thegame, (b) include Table Ln-RC and to take input from this table toaffect the play of the RW portion of the game, (c) couple to the GWE tocommunicate the amount of RC available on the game, (d) communicateother metrics of wagering to the GWE, (e) accept input from the GWE asto the amount of RC in play, (f) accept signaling from the GWE in orderto trigger the actual execution of an RW gambling play, (g) includevarious audit logs and activity meters, (h) couple to a centralizedserver for exchanging various data related to accounting of the gamblingproposition, the player and their wagering activities on the game.

“Cheats”. Game performance modifiers, enhancing the visual andentertainment piece of the game, the GWC, and the Table Ln-GWC. Cheatsmay be entered by a player through the User Interface at various pointsin the game progression based on their GWCs and the game level they areoperating at. The game design may charge a player some of their GWC inorder to enable a Cheat. In the gaming system, Cheats only effect on theRW gambling proposition would be to alter the amount of RC in play oneach gambling game of the RWE, and beyond this would have no effect onRC, the Table Ln-Rc or any other aspect of the real world gamblingproposition. An example of a Cheat would be to enable a special gun inthe game which shoots unique ammunition, or a car with an extrasuper-charger.

“RNG” Random Number Generator. A software and/or hardware algorithmand/or process which is used to generate random outcomes.

DETAILED DESCRIPTION OF THE FIGURES

FIG. 1 illustrates an architecture of a gaming system 100 used toimplement a game and interaction between three systems, a GWE 102, anRWE 104 and an ESE 106. The RWE includes the fundamental operatingsystem 105 for the RW portion of the game and controls and operates agambling proposition. The RWE includes an RNG 108, pay tables (TableLn-RC) 110, RC meters 112 and other hardware and software constructsused for the RW portion of the game to offer a fair and transparentgaming proposition, and to include the auditable systems and functionsnecessary for the game to obtain gaming regulatory body approval. TheRWE encompasses many components of a slot machine, such as a RW userinterface 113 for inputting and displaying game parameters to a player114, but may or may not include an entertainment front end. The RWEaccepts a trigger to run the gambling proposition in response to actionstaken by the player 114 in the GW as conveyed by the ESE to the GWE, oras triggered by the GWE based on its own algorithms. The RWE may or maynot provide background to the overall game from the player'sperspective, but does provide information to the GWE to expose theplayer to certain aspects of the gaming proposition, such as odds,amount of RC in play, amount of RC 118 available, etc. The RWE acceptsmodifications 116 in the amount of RC 118 wagered on each individualgambling try, or the number of games per minute the RWE would execute,entrance into a bonus round, and other factors, all the while thesefactors and the choices from the player's perspective taking a differentform than that of a typical slot machine.

An example of a varying wager amount that the player would choose mightbe that they have decided to play the entertainment game using varioustypes of EE in the GW, such as a more powerful character in the game, orhaving a more powerful gun, a better car, etc. These choices mayincrease or decrease the amount wagered per individual RWE gamblinggame, in the same manner that a standard slot machine player may decideto wager more or less credits for each pull of the handle. The RWEcommunicates a number of factors back and forth to the GWE, as discussedbelow, via their interface, such increase/decrease in wager being afunction of the player's decision making as to their operational profilein the GW (i.e. power of the character, gun selection, car choice,etc.). In this manner, the player is always in control of the per gamewager amount, with the choice mapping to some parameter or componentwhich is applicable to the GW experience that is the entertainment piecefor the game. An example of the RWE operation would be a game of chancerunning, say every 10 seconds, the amount wagered being communicatedfrom the GWE as a function of choices the player makes in the operationprofile in the GW such as those cited above.

The GWE 102 includes a GW operating system 120 and manages the overallgame operation, with the RWE 104 and the ESE 106 effectively beingsupport units to the GWE. The GWE further includes Ln-GWC tables 121 andGWC meters 127 and other hardware and software constructs used forguiding and tracking the accumulation of GWC of player 114 while playingan entertainment game. It is noted that in the case of the RWE in thisarrangement, no operation of the GWE affects the RWE's gamblingoperation except for player choice parameters that are allowable in slotmachines today, such as the wager amount, how fast the player wants toplay (by pressing a button or pulling the slot's handle), agreement towager into a bonus round, etc. In this sense, the RWE provides a fairand transparent, non-skill based gambling proposition co-processor tothe GWE. A communication link 122 between the GWE and the RWE is for thepurposes of the GWE obtaining information from the RWE as to the amountof RC 118 available on the RW portion of the game, and necessary statusoperation of the RWE (such as on-line or tilt), and for the GWE tocommunicate to the RWE the various gambling control factors which theRWE uses as input, such as the number of RC consumed per game or theplayer's election to enter a jackpot round. The GWE is also connected(123) to a player's user GW interface 125 directly, as this may benecessary to communicate certain GW club points, player status, controlthe selection of choices and messages which a player may require inorder to adjust their GW experience or understand their gambling statusin the RWE.

The GWE 102 also connects to the ESE 106. The ESE manages and controlsthe visual, audio and player control entertainment for the GW game. TheESE operates mostly independently from the GWE, except that via theirinterface 124, the GWE may send certain GW game control parameters tothe ESE to affect its play, such as what level of character to be using,changing the difficulty level of the game, changing the type of gun orcar in use, requesting potions to become available or to be found by thecharacter, etc. The ESE accepts this input from the GWE, makesadjustments, and continues the play action all the while runningseamlessly from the player's perspective. The ESE's operation is mostlyskill based, except for where the ESE's algorithm may injectcomplexities into the game by chance in its normal operation to createunpredictability in the GW game and the like. Utilizing this interface,the ESE may also communicate player choices made in the game to the GWE,such as selection of a different gun, the player picking up a specialpotion in the GW environment, etc. The GWE's job in this architecture,being interfaced thusly to the ESE, is to allow the transparent couplingof entertainment software to a fair and transparent random chancegambling game, providing a seamless perspective to the player that theyare playing a typical popular entertainment and skill based game. Forexample, the ESE described herein could be used to enable a wide rangeof games including popular titles from arcade and home video games (e.g.Gears of War®, Time Crisis®, Madden Football®, etc.). Providers of suchsoftware provide the previously described interface by which the GWErequests amendments to the operation of the ESE software, in order toprovide the seamless and sensible operation of the gaming system as botha RW gambling and entertainment machine.

A feature of this architecture is that a video game style gamblingmachine can be implemented, where the gambling portion of the game (i.e.RWE 104 and RC 118) is not player skill based, while at the same timeallows players to use their skills to earn club points which a casinooperator can translate to rewards, tournaments opportunities and prizesfor the players. The actual exchange of monetary funds earned or lostdirectly from gambling against a slot machine is preserved, while at thesame time a rich environment of rewards to stimulate “garners” can beestablished.

Another feature of the architecture is that it leverages very populartitles with “garners” and provides a sea change environment for casinosto attract players with games that are more akin to the type ofentertainment which a younger generation desires.

An additional feature of the architecture is that players could usetheir skill towards building and banking GWC 126 which in turn could beused to win tournaments and various prizes as a function of their“garners” prowess.

Another feature of this architecture is that it minimizes the underlyingchanges needed to the aforementioned entertainment software (Gears ofWar®, etc.), for it to operate within the gaming construct, thus makinga plethora of complex game titles and environments, rapid andinexpensive to deploy in a gambling environment.

The architecture of FIG. 1 may be physically accomplished as shownliterally, or may be more virtual in nature. For example, a single or aplurality of processing apparatuses, computing devices or controllersmay divide up the logical tasks reflected, the user interfaces showncould be combined to a single or plurality of display screens, playerfeedback and controls. In addition, connections shown to the RW patronserver 128 and the GW patron management server 130 for the purposes ofgame accounting, RC and GWC tracking and other functions could be asingle connection to a single server, a single connection to a pluralityof servers, multiple connections to multiple servers, etc., such thatthe system could be accomplished in a highly virtualized space, suchthat the RWE 104 and GWE 120 were large scale centralized servers “inthe cloud” coupled to a plurality of widely distributed ESE controllers,such as ESE 106, or clients via the Internet.

FIG. 2 is a data flow diagram illustrating exemplary data flow between aRW patron management 128 and GW Patron management systems 130, an RWE104, a GWE 102 and an ESE 106. The examples of communications flow inFIG. 2 are not intended to be exhaustive or all inclusive, but ratherserve as practical examples of the kinds of data exchanged over theinterfaces.

The RWE 104 is connected to a RW patron management system 128. The RWpatron management system sends parameters 200 to the RWE, such as aLn-RC tables, max speed of play, game monetary denmon and casinopromotion RC. The RWE sends parameters 202 to the RW patron managementsystem, such as the RC on the game, RW player account information andplayer activity and profiles.

The RWE 104 is further connected to the GWE 102 and receives triggers204 for a gambling game.

The RWE 104 transmits parameters and objects 206 to the GWE 102, such asstatus of the RWE, a gambling play result, Ln-RC table information, RWpatron management system data, whether or not it is possible to enter abonus round, the game monetary denmon and other RWE parameters.

The GWE 102 also transmits parameters and objects to the RWE 104, suchas the RC to play per RWE game, whether to enter or decline a bonusround, casino promotional RC and audit information. The auditinformation includes a GWE title, profile and status, Ln-GWC tableinformation, GWC points and audit information, and player and profileinformation.

The GWE 102 is also connected to the GW patron management system 130 andreceives parameters 210 such as game title and type, tournamentinformation, Ln-GWC tables, special offers, character and profilesetups, and synchronization information.

The GWE 102 transmits to the GW patron management system 130 parameters212 such as GWC and RC on a game, GW and RW player account information,play activity and profile, and synchronization information.

The GWE 102 is also connected to the ESE 106 and transmits parametersand objects 214 such as ESE game software, difficulty settings, gamescore enhancements, cheats, character profiles and setups, equipmentinventory, random complexity modifications, changes in the GWcharacter's status in the game, etc.

The GWE 102 receives from the ESE 106 parameters 216 such as playerchoices chosen through a UI, GW character profiles, GW equipment andinventory, game scores, random complexity ratings, language selection,tournament and multiplayer information, etc.

Referring now to FIGS. 3 a and 3 b, where like identifiers refer to thesame element, FIGS. 3 a and 3 b are architecture diagrams of enrichedgame play environments. Game play consists of a series of levels, 1 to n300, and B1 to Bn 302. In levels 1 through n, RC 304 b is paid (304 a)by the player 114 to play a game of chance, the payout for which isdictated (306) by a Table Ln-RC of the RWE 104. GWC is accumulated (308a) as a function of player skill in accordance with Table Ln-GWC of theGWE 102 at each level where the player 114 may play (310) against amachine or another player. The player can progress from level 1 throughlevel n by hitting certain GWC thresholds.

In another aspect, the player 114 may be required to pay a requisiteamount of RC 304 b to gain entry to the levels. The RC and GWC tables,as well as the amount of RC needed to play the game of chance at eachlevel, can be set independently for each of the n levels.

The re-entrant levels 312 serve to indicate the player 114 can cash inat a later time, or cash out their RC after any given RW game play,while GWC is accumulated or declinated over time as a function of playerachievement relative to the GWC tables and play performance in the ESE(not shown). GWC is attributed to a specific player through a playeraccount 318, accessed by a player card, account number or other means,and is essentially the “gamers” bank account so far as GWC goes.

Players that progress through Level n by achieving adequate GWC gainaccess to level B1 302. Levels B1 through Bn are non-re-entrant 314levels. Players that choose to participate in the non-re-entrant portionof the game may be given the opportunity to cash out (316) their GWC asa function of subsequent game play and/or based upon casino promotionalor incentive programs for the player. The non-re-entrant levels may ormay not include payouts based on chance, i.e. Table LBn-RC may notprovide for any payout, with all the player's prospective payout beingdictated by Table LBn-GWC in such a case.

In one aspect, once the player 114 enters Level B1, they cannot add totheir GWC except through game play (308 b) in level B1 through Bn. Thenon-re-entrant levels of the game need not be accessed contiguously.Game play can be paused and resumed for various reasons (e.g. sleep),such pause-and-resume function not impacting GWC or player status in thegame in any way.

The gaming system also subsumes the case where game play includes onlylevels 1-n 300, and that there is no level B1 or beyond. In this case,there is no prospect of a payout based upon GWC (i.e. skill), except asmay be granted by the casino as a function of a promotion or marketingprogram.

FIG. 4 is a system diagram of an exemplary large scale gaming system.Pictured are four main servers, a centralized RWE win/loss server 400, aGWE management server 402, a GWE patron management server 404 and an ESEhosting server 406. The RWE win/loss server is connected to a pluralityof RWEs, such as RWEs 408 a to 408 d. The GW patron management serverand GW management server are connected to a plurality of GWEs, such asGWEs 410 a to 410 b. The ESE hosting server is connected to a pluralityof ESEs, such as ESEs 412 a to 412 d. Each these servers are also joinedby links to another server, such as Link A 414, Link B 416 and Link C418.

In operation, RWE odds engine and win/loss server 400 hosts acentralized odds engine that generates random outcomes (win/loss) for aplurality of games thereby eliminating the need to have an individualRWE included in each game. The RWE odds engine and win/loss server 404server performs a number of simultaneous, or pseudo-simultaneous runs inorder to generate random outcomes for a variety of odds percentages thatthe overall system may require. This is for the purposes of efficiencyof the overall system and may be optional in the system if a discreteRWE is included in each game.

The GWE management server 402 networks all the discrete GWEs, such asGWEs 410 a to 410 d included in the games. The GWE provides a method formonitoring high scores on select groups of games, links groups of gamesin order to join them in head to head tournaments, and acts as atournament manager. More detail on how tournament linking and managementis accomplished is provided in the Link B 418 and other descriptionsbelow.

The GWE patron management server 404 manages player account information,including but not limited to data concerning players' characters,players' game scores, players' RC and GWC, managing tournamentreservations, etc.

The ESE hosting server 406 provides a host for managing head-to-headplay, operating on the network of ESEs which are connected to it, suchas ESEs 412 a to 412 d, by providing an environment where players cancompete directly with one another and “see” the other players. Thisserver operates in a manner consistent with multi-player or massivelymulti-player game servers that in turn interface with game consoles, beit a Sony PlayStation®, personal computer, Microsoft Xbox®, etc.

Link A 414 signals between the GWE management server 402 and the RWEwin/loss server 400 (should this optional RWE server exist). Informationcommunicated on this link includes configuring the various simultaneousor pseudo simultaneous odds engines executing in parallel within the RWEto accomplish the system requirements, metrics of RWE performance suchas random executions run and outcomes for tracking system performance,performing audits, providing Operator reports, etc., and requesting theresults of a random run win/loss result for use of function operatingwithin the GWE, such as automatic drawings for prizes are a function ofESE performance (see later section on “Secondary Drawings”.

Link B 418 provides for signaling between the GWE management server 402and the ESE hosting server 406. Various information is communicated onthis link, including but not limited to: configuring tournamentsaccording to system programming conducted by the operator; allowingentry of a particular game into a tournament; communicating the numberof players in a tournament and the status of the tournament, be it theamount of surviving players, their status within the game, timeremaining on the tournament, etc.; communicating the status of an ESEincluded in a game and the performance of its character(s) within thetournament; communicating the scores of the various members in thetournament, high scorer, etc.; and providing a synchronizing link toconnect the GWEs in a tournament, with their respective ESEs. This isaccomplished via the GWE management server 402 over this link byexchanging a host of information related to the field of ESEs, such asESEs 412 a to 412 d, participating in the tournament. Such a function isnecessary because in a tournament, any given GWE, such as GWEs 410 a to410 d, included in a game may not be aware of the relationship of itselfto the rest of the tournament field since in a typical configuration theactual tournament play is conducted on the ESE hosting server 406.

Link C 416 is for signaling between the GWE management server 402 andthe GWE patron management server 404. Various information iscommunicated on this link, including but not limited to: configuringtournaments according to system programming conducted by the operator;exchange of data necessary to link a player's profile to their abilityto participate in various game play and the difficulty of play set bythe GWE management server or a GWE in the game they are playing on;ability to participate in a tournament as a function of theircharacter's characteristics, their gaming prowess, GWC and other metricsused for tournament screening; configuring the game including GWE andESE performance to suit preferences of the player on that particulargame as recorded in their player account; the GWE patron managementsystem receiving data from the GWE management server regarding aplayer's play and gambling performance for the purposes of marketingintelligence; logging secondary drawing awards, tournament prizes, RCand GWC into the player's account.

The actual location of where various algorithms and functions areexecuted may be located either in the game included devices (such asRWEs 408 a to 408 d, GWEs 410 a to 410 d, and ESEs 412 a to 412 d), onthe servers (such as the RWE server 440, the GWE patron managementserver 404, the GWE management server 402, or the ESE server 406), or acombination of both. For example, certain GWE functions may operate onthe local GWE unit included with the game, supported where necessary bythe GWE management server, and other functions may operate solely on theGWE management server itself. It should be noted that, where functionsare described as operating on an individual GWE, for instance, simplylisting the GWE is done by way of example and not by way of limitationas such a function may be located on the GWE management server if thatmakes for a more efficient method of accomplishing the function withinthe architecture. The same can be said of the RWE and RWE odds engineand win/loss server, or the ESE and the ESE hosting server.

In addition, any of the servers listed may be one or a plurality ofservers, the term servers relates to the software and may be run on oneor more physical devices and a multitude of servers may be combined onone device. It should also be understood that various functionsdescribed herein are not limited to residing on one server or the other,but rather may be shared across the architecture as would be prudent forstreamlined system design. Furthermore, not all servers may bephysically located in the same location, and may be distributed over anumber of physical devices.

It should also be noted that communications and signaling on the linksis intended to be bi-directional where necessary to exchange theinformation in question.

The connections illustrated in FIG. 4 may be physical in the case ofseparate physical servers and devices, or may be virtual in nature inthe case of the exemplary elements operating as virtual machines on oneor more servers.

The connections shown in FIG. 1 and FIG. 4 are by way of example and notof limitation and illustrate one implementation of a gaming system.Those skilled in the art of gaming will understand that there may beother methods for coupling the exemplary elements.

Having described an architecture for a gaming system, the operation ofthe gaming system will now be described. FIG. 5 is a collaborationdiagram illustrating an exemplary operation of a gambling game 500 ascontrolled by an RWE (such as RWE 104 of FIG. 1), a GWE 502 and anentertainment game 504 as controlled by an ESE (such as ESE 106 of FIG.1), that are connected together within a gaming system 506. Initially, aplayer (not shown) inputs (508) cash or an equivalent credit 509 intothe gaming system. The input of the credit creates RC 510 managed by theRWE. The RC is used to enable (512) the gambling game of the RWE and theRC is consumed (514) by the gambling game of the RWE. RC correlates(516) to the creation of EE 518 (such as bullets, fuel, health points,potions, etc.) to be used when playing the entertainment game of theESE. The EE is consumed (520) when the player operates the entertainmentgame of the ESE. The consumption of the EE informs (522) the GWE, whichtriggers (524) the RWE to execute the gambling game of the RWE whichconsumes the RC.

In another aspect, EE can be augmented (540) by the GWE in response(542) to actions in the entertainment game of the ESE, such as a playerpicking up more bullets, potions, fuel, etc. which can be added backinto the EE (518). In addition, the GWE may scale (543) how much EE isaugmented to the EE (518) independently of the ESE. In a similar manner,the ESE may augment (link not shown) the RC 510 via the GWE (560) withthe GWE applying a scale (562) to the added RC independently of the ESE.

By the player playing the entertainment game of the ESE 504, success orfailure causes the ESE to either add to or drain (526) the GWC 528. Theentertainment game of the ESE may also be driven or modified (530 b) bythe GWE 502 based (530 a) on the GWC. The GWC may also be routed orconsumed (532) to enter and play a tournament 534.

At the end of play when the player cashes out of the gambling game ofthe RWE 500, the RWE issues cash or other credit 536 of the amount ofany remaining or won RC 510 that was not consumed by the gambling gameof the RWE 500.

In slightly more detail, FIG. 6 is a collaboration diagram illustratingan exemplary operation of the gambling game of the RWE 500, the GWE 502and the entertainment game of the ESE 504 wherein the consumption of EE518 triggers the gambling game of the RWE. While playing theentertainment game of the ESE, a player (not shown) executes actions inentertainment game of the ESE via consumption (600) of the EE by theESE. Consumption of the EE by the ESE causes the gambling game of theRWE to be triggered (602) via the GWE, thus consuming RC 510.Accordingly, events in the entertainment game of the ESE are triggered,thus consuming EE, in direct correlation and simultaneously withconsumption of the correlated RC. In addition, during play of theentertainment game, GWC 528 is augmented or reduced (604) as appropriateby the success or failure of the player while playing the entertainmentgame.

The outcome of the gambling game of the RWE 500 augments (606) the RC510 if the player wins the gambling game of the RWE. In addition, the EE518 is augmented (608) simultaneously if the RC is augmented.

Having described the operation of a gaming system, the operation of thegaming system during tournament play will now be described withreference to FIG. 7. FIG. 7 is a collaboration diagram illustrating anexemplary operation of tournament play of a gaming system 700. Thegaming system includes a gambling game of an RWE 701, a GWE 702 and anentertainment game of an ESE 704. GWC 706 is used to enter a tournamentand enable the ESE. Play of the ESE can consume (708) and/or can add(710) to the GWC via the GWE based on formulae or algorithms within theGWE which can be affected in turn by parameters set by the casinooperator. The GWE reduces (708) GWC to enable the consumption (709) ofthe GWC by the ESE via the GWE. The GWE can also add (710) to the GWC inresponse the ESE's consumption (711) of the GWC via the GWE. Entry tothe tournament can also cause GWC to be consumed prior to commencingplay of the ESE, in the manner of an entry fee. The entry fee can be setby the casino operator on a tournament-specific level, or can be variedby specific player, etc. in the context of a specific tournament. Theamount of the GWC remaining at the end of the tournament or some otherexit point can be used to redeem (712) a prize 714 that may includecash.

In one aspect, the GWE can consume (710) the GWC 706 in order to augment(716) the EE 718, thus correlating the GWC and the EE. The EE is thenconsumed (720) by the GWE in enable the consumption (709) of EE by theESE 704 in order to operate the entertainment game of the ESE.

In one aspect, a player either has an account on the game system or gamenetwork or they do not, as in the case of a new player. If a player isnew to the network, or a player wishes to change their preferredprofile, a setup process, similar to a wizard, is run. The setup processcan encompass a number of GW parameters, some of which may affect the RWgambling proposition. In the case of such factors which would impact theRW gambling proposition, the implications of choices the player wouldmake and their effects on the gambling proposition would be clearlydisclosed to the player. These factors may be that the selection of atype of character means that 2 RC instead of the standard 1 RC will bebet on each gambling play of and RWE, for instance. Or, each time aparticular special type of weapon is fired by the character, a maximumRC bet will be placed. It's important to note that whilst improvement ofone's profile in the GW space may increase the amounts in play by theautomated RWE, one's ability to increase the amount of GWC gained in theGW scenario being played also is enhanced. This can provide an enjoyabledynamic for “garners” of all levels and financial means. Also importantto note is that the ability to change one's profile may not only be runas a setup function, but also may occur real time within the game. Forinstance, a player's character in a game comes across some specialarmor. A choice, via the user interface, is given to the player: Forexample, take the armor, increase a player's protection rating by +3,and during the time that the player is wearing the armor, RC will bewagered at a rate of 3 RC per RWE game play. In this manner, a player'schoices within the GW space can enhance or retard their RW gamblingplay, but in all cases, the choice and the cost are clearly disclosed tothe player who makes the choice. During these selection periods, theRWE's operation would be suspended for a reasonable amount of time soplayer's had sufficient time to make a choice proper for them based onthe funds they have to responsibly play with, considered against howmuch they wish to advance their character's performance in the GW game.

GW factors can impact the speed of the RWE's gambling plays andproposition, the size of RC wager, entering of bonus rounds, selectionof Table Ln-RC levels, and the use of RC in the RWE engine. Some GWEparameters that might affect RWE play, include: character type (e.g. asword warrior, a wizard, a cleric, a special forces soldier, etc.)weapon type (e.g. a handgun, a rifle, an automatic weapon, aflamethrower, bazooka, etc.); armor type (e.g. Kevlar, chainmail,hardened steel, composites, etc.); dexterity rating of the character;strength rating of the character; intelligence of the character; speedof the character; type of car used in a driving game; the type of swordin use and benefiting from the effect of a special potion.

The foregoing examples above are not intended to be exhaustive or allinclusive, but rather serve as practical examples for how the GW profilemay affect the RW gambling proposition through various inputs to theRWE, consistent with player choices which are allowable in the normalcontext of regulated slot machines today (e.g., amount of credits perspin, etc).

In another aspect, GWC would be used to purchase various equipment or toenhance the player's character in the GW environment. As mentionedabove, in addition to the GWC cost of the selection of various equipmentor enhancements, RWE inputs may also be affected, such as the amount ofRC wagered per RWE game, the amount of RWE games per minute, and so on.

In another aspect, a GWE includes the constructs to enable a player toimport GWE parameters, complete or partial player characteristics and/orprofiles, and/or specific characteristics of the video game environmentthat were previously exported from a console resident instance of thevideo game in question. Alternately, the importation of these “elements”can also take place from an instance of the game operating on theInternet, a PC, or any other instance of the game.

In this way, a certain game level, a mini-game, a specific weapon, aplayer character (and the pertinent attributes), a special feature, etc.can be brought from a console-(or other) resident instance of the videogame into the casino environment. Importation can take place one of anumber of ways. The importation can take place through direct datadownload from a USB memory stick or other storage device (e.g. a CD) orby pulling the imported element(s) from the Internet using a web-enabledinterface within the GWE that includes appropriate security features andthat ultimately interfaces directly with the console or a web service towhich the elements to be imported were previously (or simultaneously viahand-shaking between the importing and exporting software) exported viathe console (or equivalent).

Conversely, game elements (including complete game state so that thegame can be continued on another device) can be exported by the GWE to aweb service from which other game devices (consoles, mobile devices,PCs, other casino machines in different locales) can subsequently (orsimultaneously) import the element(s).

In both the case of import and export, appropriate security means can beused to ensure access to the imported or exported information isrestricted to the owner (i.e. the player) of that information.

In another aspect, game elements are imported and exported on apeer-to-peer basis, such that there is no global identifier or globalprofile associated with the imported/exported elements, and also thecase where a unifying profile ID or other identifier is used to ensurethat a given player state or game state is synchronized across any andall instances of the game that a person might play (i.e. a uniqueidentifier is used to ensure portability of the complete game state—or asubset of the game state such as a character profile for example—acrossall instances of game machines/software where the game may be played).

These import and export functions allow garners to shift their gamingexperience seamlessly between casino-based gaming/gambling machines andhome- or mobile-based gaming platforms that do not include a gamblingelement. This reinforces the franchise of the underlying game andencourages additional game play and is particularly useful in gameswhere the game action takes place across multiple levels and/or extendedperiods of time, and where player attributes evolve as the gameprogresses.

In another aspect, synchronous coordination of casino-based games andhome- or mobile-based game software (where gambling may or may not betaking place) is provided so as to enable head-to-head game play,tournaments, and multi-player or massively multi-player games thatencompass both players that are and are not gambling, only players thatare gambling, or only players that are not gambling.

In another aspect, the GW game dynamically adjusts its difficulty inresponse to the player's skill as perceived by the system. While thishas no effect on the ultimate outcome of the RW gambling from a RCperspective, it gives the player a custom experience tailored to his orher abilities. This dynamic adjustment of difficulty can be used toeffect the payout of GWC as embodied in Table Ln-GWC and by virtue ofpresenting more valuable (from a GWC perspective) challenges to theplayer to be overcome.

In another aspect, a GWE includes constructs to operate GW gamblinggames within the GW construct where a player's character can interactwith a GW casino environment. In this GW casino, a player may take timeaway from the game to gamble some of their GWC or RC, via theircharacter, against the house or against other players in a head to headmanner in order to win GWC, RC or perhaps some fixed increment of gameplay time. For this feature, the GWE requests a win/loss result from theRWE in order to provide a fair gambling proposition, and reflect theresult to the any participating players. In this mode, a player'scharacter's attributes may be used to enhance or modify the GW gamblingproposition. For instance, perhaps a wizard would have better luck inthe GW casino than a troll due to his finesse and intelligence. Beyondbringing character attributes to the table to improve one's chances, theGW casino would be entirely random odds based and thus based on luck.Architecturally, the player interface for the GW casino may take theform of a seamless visual construct within the ESE's game world, or maybe a type of pop-up whereby the player's character is transportedtemporarily to the GW casino which operates outside of the ESE unit andin a different visual environment, in which case during such time thatthe ESE is paused so that the player may “relax” in the GW casino andtake a “vacation” from the stress of everyday life in the ESE'scompetitive environment.

In another aspect, a GWE allows an operator to set a number ofthresholds within the GW and RW environments in order to triggerautomatic awards, elevate players to enhanced standing or retard theirstatus, make them eligible for tournaments, prizes, secondary drawings(described later) and other such experience enhancements. To accomplishthis feature within the architecture, the operator programs a GWEmanagement server and/or a GWE patron management server with the desiredthresholds, and these servers in turn configure an entertainment game ofa GWE and uses the GWE's services to monitor GW game play so as toidentify matches to the specified thresholds. Signaling between devicesand servers ensures that the appropriate awards, eligibility and otheractions are properly recorded for a given player and their characters,and that the players are suitably informed as to these changes instatus, awards, eligibility, etc.

In another aspect, a GWE is constructed to allow a player to play forgame time as a function of their performance in the GW. An example wouldbe a GW offering to a player's character allowing them to compete in acontest, perhaps a feat of agility, where they would run an obstaclecourse against a magic lizard. This contest, unlike the previously citedgambling game, would be based mostly, if not purely on skill.Architecturally, to accomplish this, the GWE signals an ESE to makeavailable the contest and either the GWE or the ESE signals the playerto elect to join or decline the contest via the user interface. If somemeasure of luck is involved, the GWE pulls gambling proposition resultsfrom an RWE and melds this via an algorithm into the contest in aseamless manner from the player's perspective. After the player hastaken a break to run the contest, play could resume on the ESE oncesignaled to do so by the GWE. The availability of, and scale of such GWcontests would be under control of an operator as a function of theirprogramming of a GWE management server.

As described herein, the GWE

Having described an architecture and methods for implementing a gamingsystem having a gambling game and an entertainment game, various typesof game played on such a gaming system will now be described in moredetail. In one exemplary game, each level of an entertainment game is arace of specific length (i.e. distance). Use of RC purchases fuel as anEE to participate in the race and is used to enable the game. A playercontrols include a steering wheel, accelerator, brake, and specialfeature buttons such as a “power boost” for increased speed. A playermay decide on a car of a specific grade, say a NASCAR style car, or thehighest performance vehicle, a Formula One race car. One impact of thechoice of the grade of the car would be to determine the amount of RCplaced on each RWE wager. The RW use of RC as a function of the carselected would be disclosed to the player at the time of setup, so thatthe player was in complete control of the rate of use of their RC. Thebetter the car grade, the faster a player can drive, the greater thechallenge, the better their track time against the game or against othernetworked racers, resulting in the greater amount of GWC that can beearned, or lost in the case of a wreck.

In this example, a player has selected their car, and the race begins.The player pushes the accelerator, resulting in the use of fuel. Analgorithm in a GWE triggers RWE plays for the amount of RC per playattributed to the vehicle selected, as a function of the rate of fuelburn per minute. As RC is consumed by the RWE, the amount of fuelavailable for the race (the EE) would be reflected in the GW game. If RCwas won as a function of hitting a jackpot, fuel count, as EE, would beincreased, thus allowing the player to continue competing in the race.Simultaneous with the real time fuel gauge would be a RC credit meterdisplay, so actual RW game play could be tracked and clearly understood.

As the race progresses, performance on lap times against the expectedpace for the given vehicle would cause the accrual or expense of GWC. Ifa particularly good lap was accomplished, GWC could be awarded as ajackpot in a non-linear fashion as determined by Table-Ln GWC. Wreckingthe car would cost GWC as a penalty, and winning the race would achievea large win of GWC as posted for the race.

The time for the player to complete the race course would be measured.The time is used as the input to Table Ln-GWC, and a specific time mustbe beat by the player to gain enough GWC to access L(n+1). Therefore, itis possible for a player to lose the game from an RC perspective but togain enough GWC to proceed to the next level (assuming the player putsmore RC into the game to buy fuel to continue a race or enter a newrace).

Once the player plays enough levels (and accumulates enough GWC) to hitLevel B1, the game can continue as a combination of chance and skill, orit can shift to a skill-only game. In this embodiment, fuel would nolonger be monitored in the game, and a player would be able to race solong as the game allowed them to do so without having any considerationfor fuel.

In another aspect, players with adequate GWC to gain access to Level B1are invited to a championship race at a specified time and place. Such achampionship may or may not require an entry fee, and may or may not payout cash or other prizes to the winner(s).

Note that this example is not intended to be all inclusive, but rathercites only one manner in which the various components of a gaming systemmay be combined to accomplish an entertainment and gambling game.

In another exemplary game, each level of the game is a dangerous beastshooting game where the player purchases participation in the game withcash or credits, and these in turn purchase bullets, as EE, which areused by the player in the game. The player interfaces with the gamethrough a mock rifle and scope, aiming at animals that move through asimulated environment on the screen, and using purchased bullets (viaexpenditure of RC) to shoot at the fearsome beasts. It is clearlydisclosed to the player at the outset that each pull of the gun triggerresulting in one bullet being fired will trigger a play on an RWE forone RC. A hit on the beast will gain the player so many GWC, based onthe beast and the situation. A player may also elect to use an automaticweapon, in which case multiple RC will be gambled for each pull of thetrigger. Since the chance of a hit is greater the more bullets are used,a player may be incentivized to select an automatic weapon in theirdrive to accumulate greater GWC over time.

Within the workings of the entertainment game of an ESE, for each pullof the trigger, the RWE is triggered to conduct a gambling game, eachwager being the number of RC which equates to the burst of bullets forthe pull of the trigger. The RWE utilizes its Table Ln-RC to determinethe outcome of the gambling game so far as RC won or lost.Simultaneously, the ESE determines a hit or miss on the beast and theGWE, by its coupling to the ESE determines the amount of GWC won. Withinthe GW context, beasts may often go on the offensive, requiring theplayer to shoot or die. There would be no RC impact of player injury ordeath, but there would be a direct GWC impact. If a player felt they hadgambled enough, they would simply not shoot and die, or cash-out.Neither action would have an impact on their RC earned/lost in the RWgambling proposition.

As the game progresses, the difficulty and quantity of beasts wouldincrease, and the GWE would utilize its Table-Ln GWC to adjust GWCearned accordingly. Meantime, the RWE would continue its gamblingoperation triggered by pressing of the trigger, and the amount of RCwagered based on the weapon as a function of its rate of fire. If RC waswon as a function of gambling on the RWE, bullets, as EE, would be addedto the players available bullet count. In this manner, skill of theplayer could be continually challenged with direct GWC rewards, but theRW gambling proposition would stay purely random and not skill based.

The number and/or type of animals “killed” by the player, as well as thenature of the shot (i.e. where the animal was struck) can also bemeasured. All, or some of this data can be used as input to TableLn-GWC, and a specific number of kills and/or quality of hits made mustbe achieved by the player to gain enough GWC to access re-entrant levelL(n+1). Therefore, it is possible for a player to lose the game from anRC perspective but to gain enough GWC to proceed to the next level(assuming the player puts more RC into the game). Alternately, becauseat this stage the player is participating in a re-entrant level of thegame, the player can enter more RC and play again at the same level,even if inadequate GWC was acquired to move on to a higher level of thegame and even if they lost the game from a RC perspective.

Once the player plays enough levels (and accumulates enough GWC) to hitLevel B1, the game can continue in this fashion as a combination ofchance and skill, or it can shift into a skill-only game pitting theplayer simultaneously against a fixed number of other players who alsogained entry to the championship in a tournament environment. In oneaspect, players with adequate GWC to gain access to Level B1 are invitedto a championship hunt at a specified time and place. Such achampionship may or may not require an entry fee, and may or may not payout cash or other prizes to the winner(s).

Note that this example is not intended to be all inclusive, but rathercites only another manner in which the various components of the gamingsystem may be combined to accomplish an entertainment and gambling game.

In another exemplary game, each level of an entertainment game of an ESEis a round in a boxing match. RC purchases participation in the game byloading up stamina points as correlated EE. The player interfaces withthe game through two hand-held controllers in WHO-like fashion, enablingthe player to “punch” and “parry”. When a player successfully lands apunch, GWC is earned. When a player is hit, GWC is lost. A player mayselect an especially tough fighter if desired, who's crushing puncheswill earn greater GWC, but will consume more stamina as EE, and hencecorrelated RC.

In the game, a player triggers each run of a gambling game of an RWEwith each punch. Table Ln-RC determines the outcome of the gamblingproposition and stamina available for punching is decreased of increasedaccordingly. The fight continues, and the player, based on their skillcan earn GWC, or lose it, based on how well they beat their opponent, orhow badly they're beaten. Meantime, the RWE continues its operationtriggered by the player executing a punch (or series of punches) on theopponent. If the player knocks out the opponent, a GWC bonus isachieved.

The number of punches landed and defended by the player is alsomeasured. This number is used as the input to Table Ln-GWC, whereby aplayer accumulates GWC. In this example, a player advances to L(n+1)from L(n) as a function of the game's Table Ln-RC. Table Ln-RC and TableL(n+1)-RC need not have identical payout schedules.

Once the player accumulates enough GWC to gain entry to Level B1, theboxing game might continue as a skill-only game pitting the playeragainst a fixed number of other players who also gained entry into aboxing tournament of, for example, 16 players. The tournament mightnecessitate payment of an entry fee, and may or may not pay out cash orother prizes to the winner(s).

Note that this example is not intended to be all inclusive, but rathercites another manner in which the various components of the gamingsystem may be combined to accomplish an entertainment and gambling game.

In another exemplary game, each level of an entertainment game of an ESEis similar to a round in the game Time Crisis®. A player purchases RCfor the game, and these are symbolized as bullets, as correlated EE,used to enable play in the GW entertainment game. The player interfaceswith the entertainment game through a hand-held pistol, foot pedal (forre-loading), and a large screen. Health is also a factor in the game,but only in the GW sense. During the game, a player may select one of anumber of different weapon types (e.g. pistol, shotgun, machine gun,grenade launcher). The type of weapon deployed determines the amount ofcorrelated RC that is wagered with each pull of the trigger. Forexample, pulling the trigger when using the pistol could result in asingle unit of RC being wagered, a shotgun three units of RC, a machinegun five units of RC and a grenade launcher might result in ten units ofRC being wagered.

Within the workings of the game, for each pull of the trigger, an RWE istriggered to conduct a gambling game, each wager being the number of RCwhich correlates to the type of weapon being used in the game. The RWEutilizes its Table Ln-RC to determine the outcome of the gambling gameso far as RC won or lost. Simultaneously, the ESE determines a hit ormiss on the enemy characters and the GWE, by its coupling to the ESE,determines the amount of GWC accumulated by the player. There would beno RC impact of player death, but there would be a direct GWC impact. Ifa player felt they had gambled enough, they would simply not shoot, anddie, or cash-out. Neither action would have an impact on their RCearned/lost in the RW gambling proposition.

The player uses the controls to shoot enemy figures as his charactertraverses the terrain. GWC is accumulated as a function of the number of“kills” and “accuracy”. So long as the player has bullets, as EE, toexpend, the player will be able to use their skill to accumulate GWC. Ifthe player is of higher skill (as measured by the game based upon playerperformance across the prescribed opportunities, additionalopportunities may be presented to allow GWC to be accumulated at anaccelerated rate.

Player performance in terms of “kills” and “accuracy” is used as theinput to GWE operating system and its requisite Table Ln-GWC, and aspecific number of points must be achieved by the player to gain enoughGWC to access to L(n+1). Therefore, it is possible for a player to losethe game from an RC perspective but to gain enough GWC to proceed to thenext level (assuming the player puts more RC into the game).

Once the player makes it through enough rounds (and accumulates enoughGWC) to hit Level B1, the game might continue as a skill game with anelement of chance (in the form of the difficulty experienced by theplayer) pitting the player (or a player and a partner in a multi-playerarrangement) against a fixed number of other players who also gainedentry into a tournament.

Note that this example is not intended to be all inclusive, but rathercites only another manner in which the various components of the gamingsystem may be combined to accomplish an entertainment and gambling game.

In another exemplary game, the player is engaged in a computer game ofScrabble® against the machine and/or one or more other players. Theplayer purchases participation in the game with cash or credits. Duringeach turn of the Scrabble® game, the player places letters on thevirtual game board to formulate words. As in the conventional Scrabble®board game, each letter has a number of points associated with it. Forexample, the letter “Z” is worth 10 points, and “A” is worth one point.Placing letters on the board to form words (presuming they are notsubsequently challenged by the computer and/or other players andtherefore removed) causes GWC to be accumulated by the player.

The placement of letters on the board also triggers the RWE to conduct agambling game, each wager being the number of RC which correlates to thesum of the points, as EE, laid down on the board by the player duringhis turn in the Scrabble® game. For example, if a player places thetiles “A” and “T” on the board, they would wager two units of RC as theletters “A” and “T” each carry one point in Scrabble®. A player placingthe letters, “ZOO” during their turn would wager twelve RC (Z-10, O-1).In another embodiment, the amount of RC wagered could also be a functionof the player's word score (including bonus features such as “doubleword score” or “double letter score”) during his turn. A player canalways refrain from wagering RC by declining to place letters on theboard during his turn, or turning in his letters for new ones. Absentadequate RC, the player would be unable to place letters, as EE, on theboard as part of the GW Scrabble® game.

The Scrabble® game may also include special promotional rewardscontrolled directly by the casino, such that when a player placesletters on the virtual game board, certain squares on that board triggerthe payment of RC or other promotional items (e.g. free meals, freedrinks, show tickets, etc.) on a bonus basis, and not as a function of aRC wager within a gambling game. How many of these promotional rewardsexist per Scrabble® game played can be a function of the players' statuswithin the casino, their performance within the GWE rendition ofScrabble® and/or other factors to support the casino's strategy toretain and reward customers. These reward generating squares may or maynot be known to the player before he places a letter down on the square(i.e. the rewards may be displayed on the graphical rendition of theboard or they may be hidden until a tile is placed on the square).

Player performance in terms of Scrabble® points accumulated pursuant tothe conventional Scrabble® game rules is used as the input to the GWEoperating system and its requisite Table Ln-GWC. A specific number ofpoints must be achieved by the player to gain enough GWC to gain accessto L(n+1). Therefore, it is possible for a player to lose the game froman RC perspective but to gain enough GWC to proceed to the next level(assuming the player puts more RC into the game). Subsequent levelswould feature more challenging computer and/or human opponents.

Once the player makes it through enough rounds (and accumulates enoughGWC) to hit Level B1, the game might continue as a tournament withspecialized prizes, pitting the player against a fixed number of otherplayers who also gained entry into the tournament.

Note that this example is not intended to be all inclusive, but rathercites another manner in which the various components of the gamingsystem may be combined to accomplish an entertainment and gambling game.

In another exemplary game, each level of an entertainment game of an ESEis a strategic game whereby the player deploys tanks as EE into abattlefield to achieve a predefined mission while engaging in combatwith computer controlled tanks and/or tanks controlled by anotherplayer. A player purchases RC for the game, and these are represented astanks to be used within the GW game. The tanks, correlating to RC on aone-to-one basis, are parked within a corral. The player decides, duringeach round of the GW game, how many tanks to release from the corral andinto the field of battle. Each tank can be configured in the GW game bythe player to reflect various trade-offs between speed, gauge of weapon,amount of armor, and maneuverability. Each tank can also be given adirective (e.g. position yourself in the stand of trees to the left), amode of operation (e.g. aggressive, defensive), and deployed within aspecific formation. Each of these decisions is made in the context ofthe terrain, the perceived characteristics of the enemy force and thegoal of the mission.

The number of tanks that the player releases from the corral into thebattle (and which then act autonomously based on the configuration,directive, mode of operation and formation assigned to them) determinesthe amount of RC that is wagered. For example, sending three tanks outof the corral and onto the battlefield causes three RC to be wagered. Inthis variation of the gaming system, the gambling wager is made at theonset of each GW game as the exit of tanks from the corral triggers theRWE to initiate a gambling game. Thereafter, the GW game is played toits conclusion absent the wagering of additional RC unless the playerdecides to move additional tanks into the field of battle (which is notrequired).

Player performance in terms of enemy tanks destroyed relative to owntanks destroyed is used as the input to the GWE operating system and itsrequisite Table Ln-GWC. A specific number of points must be achieved bythe player to gain enough GWC to access L(n+1). Therefore, it ispossible for a player to lose the game from an RC perspective but togain enough GWC to proceed to the next level (assuming the player putsmore RC into the game).

Once the player makes it through enough rounds (and accumulates enoughGWC) to hit Level B1, the game might continue as a skill game with anelement of chance (in the form of the difficulty experienced by theplayer) pitting the player (or a player and a partner in a multi-playerarrangement) against a fixed number of other players who also gainedentry into a tournament.

The tank game may also include special promotional rewards controlleddirectly by the casino, such that when a player's tanks destroys aparticular enemy tank the awarding of RC or other promotional items(e.g. free meals, free drinks, show tickets, etc.) on a bonus basis, andnot as a function of a RC wager within a gambling game, takes place. Howmany of these promotional rewards exist, and their value, per tank gameplayed can be a function of the players' status within the casino, theirperformance within the GWE tank game and/or other factors to support thecasino's strategy to retain and reward customers.

Note that this example is not intended to be all inclusive, but rathercites only one manner in which the various components of the gamingsystem may be combined to accomplish an entertainment and gambling game.

In another aspect, the system includes the constructs to allow playersthat earn a prescribed amount of GWC while playing these games toparticipate in tournament play. Tournament play can be player vs.machine in a single-player mode or multi-player mode, and can also beplayer v. machine and/or other player(s). Tournaments can involvesimultaneous play by two or more players or asynchronous play by one ormany players. Tournaments can be formally scheduled events or ad hocevents triggered by attainment of a specific amount of GWC. Tournamentplay takes place in levels B1 through Bn.

A tournament may or may not necessitate payment of an entry fee, paymentof GWC, and may or may not pay out cash or other prizes to thewinner(s). A wide range of variations to the tournament format can beadded, including the use of a loser's bracket that might necessitate thepayment of an additional entry fee to continue. Tournament caps orminimums relating to character prowess can also be established to ensurerelatively balanced competition.

Tournament play can involve players competing head-to-headsimultaneously across a number of networked game machines or it caninvolve players competing on independent machines either serially orsimultaneously and their scores being compared manually or automaticallyat the close of the tournament. Players can be exposed to theircompetitor's profiles during the tournament process, such that the“identity” of their competitors is known in the form of a user name,avatar or other defining characteristic(s).

Tournament play can take place across a network of a plurality of gamemachines, with a centralized server connected to the individual games,tracking GW performance across the game machines, each game machinebeing capable of operating intelligently in the context of a broad GWcompetition monitored by a central server. Alternately, a tournament cantake place in the context of a plurality of game machines operating inmore of a terminal mode under central control by a centralized server.The games, which are described herein, would support these two modes,and could be switched between them. Third, tournament play can takeplace across one or a plurality of game machines that are not networkedtogether, using various media to store individual player's results whichare then submitted for manual compilation and establishment of thetournament winner(s).

Tournaments can also include a set-up stage or “initial round” where GWCis used by a player or players to buy various equipment and specialfeatures to enhance the game experience. Examples might include aspecial sword, body armor, potions, higher horsepower engines, greaterphysical endurance or strength, etc. In some embodiments GWC can bespent to handicap other players. It can also be used live during thetournament. For example one could throw a spell or brew a potion. GWCcan also be expended to affect another player's character and/or gameperformance. In some game embodiments it can be given to other playersto use (e.g. to bolster the strength of a cooperating player) or tradedor pooled with other players' GWC to benefit one or more playersindividually or as a team.

In addition to tournaments set up on a scheduled or ad-hoc basis by thecasino, one embodiment would be configured to permit tournaments to beorganized directly by players. Players can use the below mentioned‘centralized system for managing player accounts’ to set up tournaments.They can define the size of the tournament, time and place, rules, entrycost (in terms of GWC), and prizes (again in terms of GWC) usingguidelines controlled by the casino through the system, or in a more adhoc fashion.

Consistent with various descriptions herein, a gaming system may beembodied in whole or in part in the “cloud” being based in the Internetthus taking place outside of a casino. In this mode, players accessgames through an Internet website and have an otherwise similarexperience as related to RC and GWC. Tournament play would alsosupported in such a model. In summary, as it would apply to thedescriptions herein, the only notable difference between a land basedcasino and an Internet based one would be whether players are present ina gambling operation location in the case of a land based operation, orat home or other distributed location in the case of the Internet basedoperation. In either case, the elements of the gaming system and theirfunctions would operate effectively the same.

In another aspect, the gaming system includes a centralized system formanaging player accounts. This management system, which is part of theGWE, can be property-specific, property group specific, title specific(spanning one or multiple properties—including Internet-based casinos orgame play sites) or game-manufacturer specific. It can be linked to afrequent player card or other casino-related identification scheme.

In another aspect of this feature, the system stores, for each playeraccount, one or more profiles, each profile keeping track of theplayer's game identity (i.e. a user name), and attributes associatedwith the profile. For example, this might include amount of GWC, thecurrent state-of-play for that account (e.g. game level reached),attributes of the in-game character associated with that account (e.g.armor, weapons, amount of ammunition, body damage, skill), userpreferences, etc. Typically, real world credits are not broken down tothe profile level, but may be stored as part of the overarching playeraccount. Also, a profile will typically be game-title specific, suchthat a given player account will include one or more profiles per gametitle played.

In another aspect of this feature, the centralized system can alsoprovide a means for each profile to have attributed to it a name, agraphical representation of the profile (i.e. an avatar selected by orgenerated by the player), or other information linking the profile tothe player (e.g. a photo of the player) account, etc.

In another aspect of this feature, the centralized system also allowsplayers to interact with one another, either at the account or profilelevel. Bulletin boards are supported for the posting of messages, andcan span one or more casino properties, game titles and/or on-lineenvironments.

In another aspect of this feature, the centralized system also supportsa reservation system whereby players can reserve a machine at a casinofor game-play at a specific date and time. This can be done graphicallyor via text, and can allow one or more machines to be reserved such thatindividuals or groups can reserve specific physical locations to play.These reservations may or may not be accompanied by a deposit that mayor may not be refunded when the reservation is filled, or other feestructure such as a minimum spending commitment to book the machine(s).The reservation system can also be designed to support the concept ofgroup play, such that individuals or groups can set up ad hoctournaments involving head-to-head competition or score-basedcompetitions depending upon the nature of the underlying ESE game inquestion. Reservations can be made in the context of a player accountand/or a player profile and/or be linked to an individual through aplayer card or other ID mechanism used within the casino environment.

As part of the reservation system, the casino, or other managerialentity, can schedule specific games and invite players, as a function ofplayer accounts and/or profiles, to participate. A scheduling functionwithin the reservation system keeps track of all reservations,tournaments, etc. within its span of control and can lock out specificmachines from general use by walk-up players, as a reserved use periodapproaches. Only the player with the appropriate reservation can sign into the machine and use it during the period in question. A mechanism for“kicking out” a player from a machine is also foreseen, such that aplayer that stays at a machine beyond the reserved period can beexcluded from ongoing play. The system can also be configured to prevent“kick out” and to instead shift a reservation from an occupied machineto a different, open, machine, and to inform the player of this changevia one of the below mentioned communication methods when attached tothe player account in question.

The reservation system can monitor reservation requests to ensure thatplayers that are going to compete against one another in an asynchronousor head-to-head competition/tournament are not seated directly adjacentto one another to preclude collusion between players outside of the gameenvironment.

In another aspect of this feature, the reservation system also allowsplayers to invite specific players (via their profiles) or unnamedplayers (i.e. an open invitation or “challenge”) to compete against oneanother at a specified date or time, or within a specified period oftime if the game is played asynchronously. Such challenges can beaccompanied by bets between the players in the form of GWC (and/or RC)wagers. The system can accept invitations to such a “challenge game”,monitor performance of the players to the challenge, and collect anddistribute GWC as necessary in accord with the result of the game. Thesystem can support both ad hoc challenges, where the challengerestablishes the nature of the challenge, and pre-defined challenges,where a specific goal or scoring attribute is selected by the challengerfrom a pre-defined menu.

In another aspect of this feature, the centralized player profile andaccount management system also includes a GWC marketplace, wherebyplayers can expend GWC to acquire a range of in-game attributes,possessions or characteristics for use in the casino deployed ESE gameand/or in versions of the game that are used at home. For example, aplayer might expend GWC to buy “special ice skates” for use by hisplayer profile in the casino version of NHL-2K that allows his characterin the game to skate 5% faster. These special skates may or may not beable to be used, by virtue of a special key code or a physical key, inNHL-2K games running on conventional-box or PS3® consoles in the home.GWC pricing for in-casino and at-large use of the skates may not be thesame. In addition, a player can expend GWC to purchase a range of casinopromoted prizes or benefits for use outside the game environment,including discounts at casino shops, meal discounts, free game play,etc.

The centralized player profile and account management system, inaddition to the aforementioned bulletin board method describedpreviously, may enable players (via a specific account or at the playerlevel) to communicate with other players, via their player profilesand/or at the player level, and also allows the casino (or manager ofthe gaming environment) to communicate with players outside of thegaming environment itself. The system can push communications to playersthrough email and/or SMS messages, html, mobile phone apps, and/or textmessages, voice mail messages or other communications means that aplayer has attached to his account. This allows players to receivednotices about specific opportunities for game-play, new high scores,challenges made, declined or accepted, and the status of reservations,etc. The system can also receive input via html, mobile phone apps, etc.to allow players to manage their account, set up reservations, make,decline or accept challenges, etc.

The centralized player profile and account management system alsosupports a sign-in system with password protection to protect playeraccounts from unauthorized access.

In another aspect, the system supports a Casino Operator's ability tospecify GW performance attributes and metrics to manage the difficultyof game play. This feature operates by a GWE monitoring an ESE andmaking adjustments to the parameters governing ESE game play to hold theGW to an Operator specified skill level. For example, the CasinoOperator could dictate, via the GWE, that the ESE entertainment gameoperate at no less than a skill level of ‘3’, or specifically that gamecontrolled opponents in a 1st person shooter game hit their targets 25%of the time, the specific mechanism by which GW skill level iscontrolled being a factor of the mechanism afforded by the ESEentertainment game. These adjustments to the difficulty of game play mayor may not be a specific response by the GWE (in accord with rules setby the Casino Operator) to the prowess of the player playing the game (afactor known to the GWE by virtue of the player account and subsidiaryplayer profiles within that account). The adjustment of the skill levelcan also be part of a casino-wide approach to establish a certainthreshold of game play difficulty or it can be applied across a subsetof the casino's machines. The GWE can be configured to inform the playerof the state of and changes to the game difficulty at the onset ofand/or during game play.

In another aspect, the gaming system and GWE are constructed to trackgame machine high score players, (in terms of GWC) across one or moregame machines. Utilizing this feature, the system may include the meansto issue additional GWC to the current high scoring player, on atime-metered basis, so long as that player remains the top scorer acrossthe game or games in question. Similarly, high scorers 2-through-N mayalso accumulate GWC in this way as a function of their position on theleader board.

In another aspect of this feature, a leader board can be posted to eachmachine through the GWE and GWE Server, and/or can be displayed as partof the signage associated with one or more game machines inside thecasino. A player profile and/or avatar's persistence on the leaderboard, and therefore their accumulation of GWC on a time-metered basis,continues according to parameters set by the Casino Operator. Forexample, a player will remain on the leader board or over game signageuntil they would be removed if he or she does not play again within afixed period of time (e.g. 2 days or 30 days), or if the player rejectsmore than one invitation from another player for head-to-headcompetition over a 24 hour period.

With this feature, the rate at which GWC is accumulated by players onthe leader board, the period over which GWC can be so accumulated, andthe number of game machines across which the leader board applies, are afew of the variables that can be established by the Casino Operator, orin the case of an on-line system, by the managing entity. Casinooperators can, for example, increase the rate of GWC accumulation forthe leader board related to a bank of machines getting low levels ofplay to induce more players to use these machines. A bank of machinesexperiencing very heavy game play might feature a lower rate of GWCaccumulation by the players on its leader board or a shorter periodbefore the accumulation is terminated without additional game play.

In another aspect, the system and the GWE include the constructs toallow a Casino Operator to manage a secondary drawing. The secondarydrawing is a random drawing that awards GWC and/or RC and/or otherprizes to participating players. Based on selections made by the CasinoOperator, players participate automatically and in a real time ornon-real time fashion as a function of achieving some pre-specified goalof their play on the ESE: (a) a specific level of GWC on a specificplayer profile is achieved, (b) accumulating a specific amount of GWCacross all the player profiles within their player account, (c)accomplishing some feat in the game (e.g. taking out the warlock), (d)gaining GWC at a rate greater than a specified threshold, etc. Theforegoing list is not intended to be exhaustive, but rather listsexamples of various thresholds and goals which a Casino Operator mayassign. “Other prizes”, referenced above, include but are not limitedto, RC, GWC, cash, merchandise, ESE assets for use within the gamblingenvironment including tournament play (such as specialized armor, theability of your quarterback to throw more accurately, access to “EasterEggs” within the game, etc.), specialized software, software keys orhardware keys that allow ESE assets to be used outside the gamblingenvironment (or that provide access to Easter Eggs) and on the analogousgame (or another game title) on a conventional game console (e.g. Xbox®,PS3®, etc.), etc. The secondary drawing may or may not require theplayer to purchase entry into the drawing by expending GWC; it can alsobe free. The drawings may take place for each player immediately uponcrossing a GWC threshold or paying the GWC entry fee, or may operate byissuing the player a real or virtual “ticket” representing a singleentry into the drawing, the drawing taking place at a specific date andtime. The secondary drawing may be solely for that player in that theyhave a certain chance of being drawn and thus being awarded the prizes,or they may be entered into a pool of entrants with one or more entrantsbeing drawn and awarded a prize.

The gaming system interacts with the player to ensure that the player iswell appraised as to his status in the ESE game (the skill game), theRWE game (the gambling game), and receives GWE-related information(secondary drawings, tournaments, etc.). The GWE and RWE are eachrepresented by user interfaces with which the player interacts. The ESEis also represented through the GW user interface. These conceptualdisplay and input devices can be independent physical embodiments foreach of the RWE and GWE, or can be resident within a single physicaldevice (i.e. portions of a flat panel display) or can consist of amultitude of displays and input devices for each major subsystem'sconceptual display (RWE, GWE and also ESE).

In one embodiment, the ESE game appears in a window (created throughsoftware) on a physical display, the window being framed by a window(again software generated) consisting of information about the gamblinggame. Both are manifested within the same physical display. The RWEdisplay, which frames the GWE display window (in which the ESE gameappears), would provide any and all information relevant to the RWEgame, including, but not limited to, number of credits, magnitude ofcurrent bet, winnings this session, results of previous RWE game play,odds of winning, active bonuses or multipliers, etc. The boundariesbetween the GWE game display window and the framing RWE game displayneed not be static. For example, the RWE game display window couldimpinge upon the GWE game display window, in a dynamic mode form, toalert the player to a change in the status of their RWE gambling gamesuch as a winning event, losing event, jackpot round entry or othernotable occurrence. A non-exhaustive list of examples of this dynamicimpingement could be a starburst flash, an expanding bubble, a rapidzoom in, or a shaking screen). The GWE game display window wouldtypically not impinge upon the RWE game display if such impingementwould serve to obscure the player's information related to the RWE game,the number of credits the player has in the machine, etc.

Note that the shape of the RWE game display need not be a full frameenclosing the GWE game display window. It can consist of any portionthereof (e.g. a single side-bar), and need not be rectilinear in shape.

In addition to displaying the ESE game, the GW user interface isaccessed by the GWE to interact with the player as relates GWE relatedfunctions (e.g. communications with other players, announcements andnotices regarding tournaments and/or promotional offers, secondarydrawings, etc.). These aspects of the GW user interface need not alwaysbe present. They can be hidden or displayed as governed by rulesresident within the GWE, the rules taking into account the requirementsof the ESE and RWE games and their display so as to not interfere withgame play.

In another embodiment, additional physical devices can be used tocommunicate with the user as relates RWE gaming, the GWE and/or ESE gameplay, i.e. the user interface can span multiple devices. In terms ofcommunicating information to the player, these additional devices cantake the form of conventional visual displays normally associated withcomputers and/or visual communication (e.g. flat panel displays) or theycan be electromechanical devices. For example, RWE gaming informationcould be conveyed to the player in whole or in part through LEDnumerical displays, or an electromechanical construct (e.g. anelectromechanical needle meter could be used to indicate RW credits, Acolumn of red fluid could indicate a player's “life status” in the ESEgame, a transparent tube of balls could be emptied on the bottom andfilled on the top to visually communicate overall credit status, etc.).

In the case of each of the RWE and GWE user interfaces, a plurality ofphysical devices can be subsumed therein. The GWE user interface, forexample, could include multiple displays, or a single display plus oneor more electromechanical devices (e.g. a vibratory shaker, audiospeakers, flashing lights, etc.). The same is true for the RWE userinterface.

The same plurality of options exist as relates the input devicesassociated with the RWE and GWE user interfaces. Each of these majorsubsystems can have its own input devices and/or share input deviceswith the other.

Note also that in terms of both display hardware and input devices,those items defined as part of the GW user interface can be connecteddirectly to the GWE and/or the ESE. It is not a mandatory aspect of thisgaming system that GW user interface hardware related to the ESE game beported through the GWE to the ESE. This approach is subsumed by thegaming system described herein, but not a mandatory component of it.

FIG. 8 is a state diagram illustrating exemplary modes of operation of agaming system. In one aspect, the gaming system supports at least threemodes of operation and the ability to switch between these modes isgoverned by the casino (or if the casino enables it, by a player). Thesethree modes are called: combined Skill and Random Mode; Random Only Modeand Skill Only Mode and described in detail below.

Combined Skill and Random Mode

In its native mode, a gaming system 800 operates as previously describedherein whereby a GWE 802, an RWE 804 and an ESE 806 act in concert toprovide an enriched gaming environment combining skill and random gameplay (808). In this native mode, the RWE's role is to provide thefundamental operating system for a slot machine (random numbergenerator, math tables, slot meters, account, currency handling, etc.)as previously described without any form of player entertainmentfunctions which are left to the ESE.

Random Only Mode

A second mode of operation allows the entire gaming system to beswitched to operate as a conventional slot-machine, wherein no skilledplay is involved at all, and more conventional entertainment graphicssuch as spinning wheels of fruit or other objects within pay lines aredisplayed in response to a manual play trigger (e.g. spin reels button)to provide a traditional slot machine gaming experience in a random onlygame play mode (810). The conventional slot machine entertainmentgraphics in this second mode may be displayed on one or more of thegame's user interfaces, such as an RW user interface 812 or a GW userinterface 814 with the content of such being driven by one or more ofthe RWE 804, the GWE 802 or the ESE 806.

Skill Only Mode

The third mode of operation allows the gaming system to be configuredfor skill game play only 816. In this mode, the gaming system 800operates much like a conventional video arcade game. The RWE 804 systemis dormant so that there is no randomness except as is provided by anentertainment game of the ESE 806, and the GWE 802 and ESE operate inconcert to provide a non-gambling gaming experience to the user. In thiscase, players may be charged money for game play in the mode of aconventional video arcade (e.g. money purchases a fixed amount ofammunition, lives or other metric). In this mode, the player cannotgamble on the outcome of game play, but a casino may still choose tooperate tournaments and reward players with marketing prizes based onthe amount of GWC they accumulate (as described above).

In a variant of the conventional slot-machine mode described above (seeRandom Only Mode), the ESE 806, via the GWE 802, is subordinated to theRWE 804 so as to display the results of the gambling proposition to theuser through display output of the ESE to reflect the outcome of the RWgambling game. For example, in a system where the ESE game software is afootball game (e.g. Madden Football®). The random outcomes of each RWEgambling game results in the player winning or losing credits. Theamount of credits won or lost in the gambling game translates into yardsgained or lost through a single football play. After the gamblingoutcome is determined by the RWE, this information is passed through theGWE to the ESE and a visual representation of the gambling outcome isdisplayed on a screen in the form of a football play being run fromscrimmage. So from the player's point of view, the outcome of each RWE'sgambling game is seen as a winning or losing play on the football field.Note that this ESE driven display does not replace the RWE controlleddisplay of game credits and other information which continues throughthe RW user interface unabated. The data provided by the RW userinterface is, in this embodiment, the display of record so far as aplayer, a casino and gaming regulator would go.

Such a scheme is capable of representing a wide array of gamblingoutcomes including bonus rounds, multi-credit or single credit bets,etc. For each RW game architecture, the possible outcomes are mapped togame software of the ESE 806. For example, continuing with the MaddenFootball® metaphor, a gambling outcome that results in 12 credits beingwon could be displayed via the ESE as a 12-yard pass play down thesideline, a run up the middle, a quarterback sneak, a recovered fumble,etc. Continuing on, a jackpot win could be a touchdown play, orrecovered fumble run all the way back for a touchdown.

In another feature of this football game, the player is able to makeselections about team uniforms, the stadium where the game is played,night or day game, and other characteristics of a display driven by theESE 806, although these selections are not a mandatory element.

In another feature of this game, the display driven by the ESE 806 isthe display of record for the RW game, such that the outcome of the RWgame is not displayed through both the ESE (via the GW user interface814) and the RW user interface 812.

The advantage of such an architecture is that entertainment functionprovided by a slot machine could be greatly enhanced over today'sofferings by providing a method by which the plethora of entertainmentgaming software from home entertainment console software giants could beinterfaced to provide an entertainment overlay for a traditional slotmachine game.

In another aspect, FIG. 9 illustrates an exemplary throttle control 901for managing RC 902 expenditure in a gaming system. A casino or playermay limit RC expenditure using a throttle control. The throttle controlscales the relationship between the EE and the RC. For example, thethrottle control could be adjusted to one EE corresponding to onecredit, or ten EEs corresponding to one credit, or one EE correspondingto ten credits, etc., etc. The function operating within the throttlecontrol that manages this relationship can be affected by the casinothrough the GWE in real-time, and/or as a function of predeterminedformulae that reflect a range of inputs including player profile, timeof day, etc.

In another aspect, the throttle control also manages the relationshipbetween actions in the entertainment game of an ESE (not shown) and theaccumulation of GWC 904. A similar set of functions are used as whenmanaging the correlation between the EE 906 and the RC 902 with theadded dimension that the relationship between actions an entertainmentgame of the ESE and the GWC can also be affected by the correlationbetween the EE and the RC.

The throttle control is used by the casino to alter the cost to play thegame, and indirectly the rate at which RC 902 is consumed (as a functionof enabling element execution). It does this by managing the correlationbetween the EE 906 and RC.

In operation, a player executes (910) an action in an entertainment gameof an ESE (not shown) via consumption of EE 906 for the ESE. A gamblinggame of an RWE (not shown) is triggered (912 b), thus consuming RC. Thethrottle control translates the amount of EE consumed 920 into aspecific amount of RC 922 to be consumed when triggering the gamblinggame of the RWE. As the entertainment game of the ESE is triggered, EEis consumed in direct correlation, and simultaneously with consumptionof correlated RC as managed by the throttle control.

In addition, the GWC 904 is augmented or reduced (926 a and 926 b) asappropriate based on the triggering (912) of events in the entertainmentgame of the ESE (not shown). The throttle control can also scale theacquisition of GWC by the player as a function of the scalar functionthat defines the translation of an enabling element into the GWC.

Furthermore, the gambling game of the RWE outcome augments (914) the RC902 via (916) the throttle control 901 if the player wins (930) after atriggering (912 b) of the gambling game and the EE 906 is also augmented(913) via (920) the throttle control simultaneously if the RC isaugmented, thus maintaining the correlated nature of the RC and the EEduring augmentation of the RC.

In another aspect, the throttle control is implemented as a collar thatplaces a limit on the amount of RC 902 that may be lost (as opposed tobet) in one or a multitude of different conditions as described above.The collar can also include limits on both the amount to be bet and theamount to be lost. During game operation, a check is run against thecollar relative to each of the one or multitude of limits put in placebefore each time the GWE 900 triggers (912 b) a gambling game of the RWE(not shown) in which a specific amount of RC is to be wagered.

When the limit is reached the GWE 900 can institute a number of actions.In one implementation, the player or casino can manually override thecollar, effectively resetting it. In another implementation, the playeris precluded from playing the game (or any game on the floor in anotherimplementation) until a specific amount of time has elapsed. Inimplementations where manual override is not allowed, or when the userchooses not to override the collar, the machine cashes out the remainingRC 902 to the player.

To the extent that the collar is reached before the entertainment gamewithin an ESE (not shown) has reached its logical conclusion the GWE 900can initiate a process by which the state of the game is saved for laterre-entry by the player, or in another implementation, the player isallowed to play out the remainder of the game or to play the game for alimited amount of time before play is terminated. This extended playperiod after the collar is reached does not cause the GWE to initiategambling games via the RWE (not shown) and GWC may or may not beaccumulated in keeping with a setting selected by the casino.

In another aspect, FIG. 10 is a collaboration diagram illustrating anexemplary pacer 1000 for regulating expenditure of RC 1002 expenditurein a gaming system. The pacer is used by a GWE 1004 to limit the rate ofgambling or restrict gambling altogether. The pacer contains a set ofoperating parameters defined by the casino and/or the player (eitherthrough the game or via presets attached to a particular player profile)that restricts the rate at which the RC is consumed (and by extensionthe pace of an entertainment game of an ESE (not shown)), or which thepacer cuts off gambling altogether when a preset limit is hit (saidlimit being an amount of money wagered and/or lost). The pacer can shiftthe operation of the entertainment game such that when a limit is hitthe entertainment game becomes a “pay for play time” as is the case witha standard arcade game or it can pause the game altogether and via theGWE and its user interfaces present the player with one of a multitudeof options including the ability to manually override the limit andcontinue, to save the state of the game and be cashed out, or to abandonthe game and cash out. The pacer subsystem of the GWE, when implemented,effectively (from a logic standpoint) stands between the execution of anEE 1008 and the communication of that information to all other elementsof the system, it accepts input to shape the controls over the rate andtotal amount of money gambled and/or lost, and provides output as to theplayer's status when certain limits are reached, providing in someembodiments the player with options in that context.

In operation, a player executes (1006) an action in an entertainmentgame of an ESE (not shown). The execution of the action would normallyinvolve an immediate consumption of the EE 1008 by the entertainmentgame. However, the execution of the action sends (1007) an amount ofrequested EE for consumption to the pacer 1000. The pacer then sets therate of consumption of EE to within an acceptable value and confirmsthat the execution of the action will not exceed a specified limit as toa total amount. If the rate and total amount are acceptable, the actionis enabled (1014) causing consumption of the EE. In addition, the pacermoderates the augmentation or reduction of the GWC 1016, as indicated bylinks 1015 a and 1015 b. In addition to regulating the consumption ofEE, the pacer also regulates the consumption of RC in a like mannerthrough the throttle control 1001 as previously described. Specifically,a gambling game of an RWE (not shown) is triggered (1010), thusconsuming RC as regulated by the pacer and the throttle control. Thethrottle control translates the amount of EE consumed (1020) into aspecific amount of RC 1022 to be consumed when triggering the gamblinggame of the RWE. As the entertainment game of the ESE is triggered, EEis consumed in direct correlation, and simultaneously with consumptionof correlated RC as managed by the throttle control and regulated by thepacer. The outcome of the gambling game of the RWE outcome augments(1018) the RC 1002 via (1024) the throttle control 1001 if the playerwins (1030) after a triggering (1010) of the gambling game. The EE 1008is also augmented (1032) via (1034) the throttle control simultaneouslyif the RC is augmented, thus maintaining the correlated nature of the RCand the EE during augmentation of the RC.

FIG. 11 is a hardware architecture diagram of a processing apparatus1100, such as a gaming machine, a general purpose computer, a computingdevice or a controller, that may be used to host various components of agaming system as previously described herein. In the processing device,a processor 1101 is coupled to a memory 1102 by a bus 1104. Theprocessor is also coupled to non-transitory processor-readable storagemedia, such as storage device 1106 that stores processor-executableinstructions 1107 and data 1108. The processor is also coupled to one ormore interfaces 1110 that may be used to connect the processor to otherprocessing apparatuses as well as networks as previously describedherein. The processor is also coupled via the bus to user input devices1112 and user output devices 1114.

In operation, the processor 1101 loads instructions 1107 and data 1108into memory 1102 and executes the instructions and operates on the datato implement the various aspects and features of the components of agaming system as described herein. The processor uses the user inputdevices 1112 and user output devices 1114 in accordance with theinstructions and data in order to create and operate user interfaces forplayers, casino operators, owners, etc. as previously described herein.

It should be understood that although the processing apparatus 1101 isdescribed herein as being constructed from processor instructions storedand executed by hardware components, the processing apparatus can becomposed of only hardware components. In addition, although the storagedevice 1106 is described as being coupled to the processor through abus, those skilled in the art of processing apparatuses will understandthat the storage device could include removable media such as a USBmemory device, an optical CD ROM, magnetic media such as tape or disks,etc. Also, the storage device could be accessed through one of theinterfaces 1110 or over a network. Furthermore, any of the user inputdevices 1112 or user output devices 1114 could be coupled to theprocessor via one of the interfaces or over a network. In addition,although a single processor is described, those skilled in the art willunderstand that the processor could be a controller or other computingdevice or a separate computer as well as be composed of multipleprocessors or computing devices.

It should also be understood that an RWE, a GWE and an ESE as describedherein can be implemented on multiple processing apparatuses, whetherdedicated, shared or distributed in any combination thereof, or may beimplemented on a single processing apparatus. In addition, while certainaspects and features of a gaming system described herein have beenattributed to an RWE, a GWE or an ESE, these aspects and features may beimplemented in a hybrid form where any of the features or aspects may beperformed by any of an RWE, a GWE or an ESE within a gaming systemwithout deviating from the spirit of the invention.

Although certain specific features and aspects of the present inventionhave been described herein, many additional modifications and variationswould be apparent to those skilled in the art. For example, the featuresand aspects described herein may be implemented independently,cooperatively or alternatively without deviating from the spirit of theinvention. It is therefore to be understood that the present inventionmay be practiced otherwise than as specifically described. Thus, theforegoing description of the invention should be considered in allrespects as illustrative and not restrictive, the scope of the inventionto be determined by any claims supported by this application and theclaims' equivalents, rather than the foregoing description.

What is claimed:
 1. A method of operating a gaming system, comprising:receiving by the gaming system from a skill-based entertainment gamecoupled to the gaming system, a player action taken by a player of theentertainment game, the player action enabled via consumption of anenabling element of the skill-based entertainment game during theplayer's skillful play of the skill-based entertainment game;correlating by the gaming system, the consumption of the enablingelement in the skill-based entertainment game with a correlated wager ofreal world credits in a gambling game of chance coupled to the gamingsystem; triggering by the gaming system, the correlated wager of realworld credits in the gambling game of chance; receiving by the gamingsystem from the gambling game gambling game of chance, a gambling playresult of real world credits of the correlated wager of real worldcredits in the gambling game of chance; and augmenting by the gamingsystem, the enabling element of the skill-based entertainment gamecorrelated to the correlated wager in the gambling game of chance on thebasis of the gambling play result of real world credits.
 2. The methodof claim 1, wherein a type of the enabling element consumed in theskill-based entertainment game is correlated by the gaming system to anamount of the wager of real world credits in the gambling game ofchance.
 3. The method of claim 1, wherein an amount of the enablingelement consumed in the skill-based entertainment game is correlated bythe gaming system to an amount of the wager of real world credits in thegambling game of chance.
 4. The method of claim 1, wherein an amount ofthe enabling element consumed in the skill-based entertainment game isaugmented by the gaming system further on the basis of an amount of thewager of real world credits in the gambling game of chance.
 5. Themethod of claim 1, wherein a rate of consumption of the enabling elementconsumed in the skill-based entertainment game is correlated by thegaming system to an amount of the wager of real world credits in thegambling game of chance.
 6. The method of claim 1, further comprisingdetermining by the gaming system an amount of the wager of real worldcredits in the gambling game of chance based on a level the playerachieves in the skill-based entertainment game.
 7. The method of claim1, wherein a rate of consumption of the enabling element consumed in theskill-based entertainment game is correlated by the gaming system to arate of the wager of real world credits in the gambling game of chance.8. A non-transitory computer-readable storage media storingcomputer-executable instructions for a method of operating a gamingsystem, the instructions comprising: receiving by the gaming system froman a skill-based entertainment game coupled to the gaming system, aplayer action taken by a player of the entertainment game, the playeraction enabled via consumption of an enabling element of the skill-basedentertainment game during the player's skillful play of the skill-basedentertainment game; correlating by the gaming system, the consumption ofthe enabling element in the skill-based entertainment game with acorrelated wager of real world credits in a gambling game of chancecoupled to the gaming system; triggering by the gaming system, thecorrelated wager of real world credits in the gambling game of chance;receiving by the gaming system from the gambling game gambling game ofchance, a gambling play result of real world credits of the correlatedwager of real world credits in the gambling game of chance; andaugmenting by the gaming system, the enabling element of the skill-basedentertainment game correlated to the correlated wager in the gamblinggame of chance on the basis of the gambling play result of real worldcredits.
 9. The non-transitory computer-readable storage media of claim8, wherein a type of the enabling element consumed in the skill-basedentertainment game is correlated by the gaming system to an amount ofthe wager of real world credits in the gambling game of chance.
 10. Thenon-transitory computer-readable storage media of claim 8, wherein anamount of the enabling element consumed in the skill-based entertainmentgame is correlated by the gaming system to an amount of the wager ofreal world credits in the gambling game of chance.
 11. Thenon-transitory computer-readable storage media of claim 8, wherein anamount of the enabling element consumed in the skill-based entertainmentgame is augmented by the gaming system further on the basis of an amountof the wager of real world credits in the gambling game of chance. 12.The non-transitory computer-readable storage media of claim 8, wherein arate of consumption of the enabling element consumed in the skill-basedentertainment game is correlated by the gaming system to an amount ofthe wager of real world credits in the gambling game of chance.
 13. Thenon-transitory computer-readable storage media of claim 8, wherein arate of consumption of the enabling element consumed in the skill-basedentertainment game is correlated by the gaming system to a rate of thewager of real world credits in the gambling game of chance.
 14. A gamingsystem, comprising: one or more processors ; and memory coupled to theone or more processors, the memory storing processor-executable causingthe one or more processor to perform a process comprising: receiving bythe gaming system from a skill-based entertainment game coupled to thegaming system, a player action taken by a player of the entertainmentgame, the player action enabled via consumption of an enabling elementof the skill-based entertainment game during the player's skillful playof the skill-based entertainment game; correlating by the gaming system,the consumption of the enabling element in the skill-based entertainmentgame with a correlated wager of real world credits in a gambling game ofchance coupled to the gaming system; triggering by the gaming system,the correlated wager of real world credits in the gambling game ofchance; receiving by the gaming system from the gambling game gamblinggame of chance, a gambling play result of real world credits of thecorrelated wager of real world credits in the gambling game of chance;and augmenting by the gaming system, the enabling element of theskill-based entertainment game correlated to the correlated wager in thegambling game of chance on the basis of the gambling play result of realworld credits.
 15. The gaming system of claim 14, wherein a type of theenabling element consumed in the skill-based entertainment game iscorrelated by the gaming system to an amount of the wager of real worldcredits in the gambling game of chance.
 16. The gaming system of claim14, wherein an amount of the enabling element consumed in theskill-based entertainment game is correlated by the gaming system to anamount of the wager of real world credits in the gambling game ofchance.
 17. The gaming system of claim 14, wherein an amount of theenabling element consumed in the skill-based entertainment game isaugmented by the gaming system further on the basis of an amount of thewager of real world credits in the gambling game of chance.
 18. Thegaming system of claim 14, wherein a rate of consumption of the enablingelement consumed in the skill-based entertainment game is correlated bythe gaming system to an amount of the wager of real world credits in thegambling game of chance.
 19. The gaming system of claim 14, wherein anamount of the wager of real world credits in the gambling game of chanceis determined by the gaming system based on a level the player achievesin the skill-based entertainment game.
 20. The gaming system of claim14, wherein a rate of consumption of the enabling element consumed inthe skill-based entertainment game is correlated by the gaming system toa rate of the wager of real world credits in the gambling game ofchance.